using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;

namespace Plataforma2D_Kaz
{
    /// <summary>
    /// This is the main type for your game
    /// </summary>
    public class Game1 : Microsoft.Xna.Framework.Game
    {
        GraphicsDeviceManager graphics;
        SpriteBatch spriteBatch;
        KeyboardState currentKey, lastKey;
        MouseState currentMouse, lastMouse;
        GamePadState currentKeypad, lastKeypad;

        Players playerOne;
        Floor floor;

        /// <summary>
        /// Essa variavel vai ser o fundo da tela
        /// </summary>
        Stage stageMontains, stageSky;

        public Game1()
        {
            graphics = new GraphicsDeviceManager(this);
            Content.RootDirectory = "Content";
        }

        /// <summary>
        /// Allows the game to perform any initialization it needs to before starting to run.
        /// This is where it can query for any required services and load any non-graphic
        /// related content.  Calling base.Initialize will enumerate through any components
        /// and initialize them as well.
        /// </summary>
        protected override void Initialize()
        {
            // TODO: Add your initialization logic here

            base.Initialize();
        }

        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);
            playerOne = new Players((Content.Load<Texture2D>("bazookasoldiersxo7")),Window);
            stageSky = new Stage(Content.Load<Texture2D>("bg2"), Window);
            stageMontains = new Stage(Content.Load<Texture2D>("bg"), Window);
            floor = new Floor((Content.Load<Texture2D>("plataform01")), Window);
            IsMouseVisible = true;
            // TODO: use this.Content to load your game content here
        }

        /// <summary>
        /// UnloadContent will be called once per game and is the place to unload
        /// all content.
        /// </summary>
        protected override void UnloadContent()
        {
            // TODO: Unload any non ContentManager content here
        }

        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime)
        {
            //Controls States Update//
            currentKey = Keyboard.GetState();
            currentMouse = Mouse.GetState();
            currentKeypad = GamePad.GetState(PlayerIndex.One);

            //Window Title Update
            Window.Title = currentMouse.X.ToString() + " ///" + currentMouse.Y.ToString();
            
            //Sprites Updates//

            playerOne.Update(gameTime, currentKey, lastKey, currentMouse, lastMouse,ref stageMontains.bgSourceX, ref floor.position.X, ref stageSky.bgSourceX);
            floor.Update(gameTime);

            //Check Colisions//
            if(currentMouse.RightButton == ButtonState.Pressed)
            {

            }

            if(playerOne.checkColision(floor))
            {
                playerOne.isFall = false;
            }
            
            
            // Allows the game to exit
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
                this.Exit();

            // TODO: Add your update logic here


            // Update controls game for future checks//


            lastKey = currentKey;
            lastKeypad = currentKeypad;
            lastMouse = currentMouse;

            base.Update(gameTime);
        }

        /// <summary>
        /// This is called when the game should draw itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Draw(GameTime gameTime)
        {
            
            GraphicsDevice.Clear(Color.Black);
            spriteBatch.Begin();
            stageSky.Draw(spriteBatch);
            stageMontains.Draw(spriteBatch);
            playerOne.Draw(gameTime, spriteBatch);
            floor.Draw(gameTime, spriteBatch);
            
            spriteBatch.End();
            // TODO: Add your drawing code here

            base.Draw(gameTime);
        }
    }
}
